Way of the Spirits (5e Subclass)
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Way of the Spirits
At 3th level, a monk gains the ability to reach the realm of gods and spirits, channeling their power. Monks following the Way of Spirits tend to have tattoos across their bodies, mainly connecting their chakras. These tattoos are typically reflective of their religion.
You channel the energy or your god by entering a stance to control your power. At level 3, you learn 3 combat stances. Entering a stance costs 1 ki, lasts for 1 minute (10 rounds) and can be entered or ended as a bonus action. You can have as many active stances as you want. You learn an additional stance at level 10 and level 17.
- Dragon: as an action, you may force all creatures within a 15-foot cone to make a Dexterity save. On a failure, a creature takes 1d8 for every two monk levels + your Wisdom modifier force damage. A creature takes half as much damage on a success.
- Guardian: you have a +2 to your AC and gain temporary hit points equal to your Monk level + your Wisdom modifier each turn.
- Knight: when you successfully hit a creature with an unarmed strike or monk weapon, the next attack roll made against that creature before the end of your next turn has advantage.
- Ranger: when you are hit by a melee attack, you may make an attack of opportunity against that creature.
- Warrior: your monk weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20.
Time seems to slow around you as you react with impossible speed. At level 6, you gain +10 movement speed and an extra attack.
Time seems to slow around you as you react with impossible speed. At level 11, your Fleet Footed ability becomes even more powerful, granting you +20 movement speed and 2 extra attacks per combat.
You move so quickly that the battle stands still in your eyes. At level 17, you may cast the time stop spell once per long rest.